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(2 edits)

Regarding questions in Discord:
1. Yes, basically did, although take notice in the bottom.
2. Not really. Couple took a while before I realised how to get it done or before I understood how something worked, but even that didnt take too long.
3. I didnt see much point with Par, since seemed to me like most of time you either made it with par, or not at all.
4. didnt try on phone, but I very much liked how blobs were animated and fealt alive etc. and dragging them around physics engine like.


Basically I liked this game a lot. Leaving tutorial out was a right move.

I didnt realise the notebook until at point I was about to end playing already. But when I realised looking at it that it kept updating itself as you figured out the rules, that was very good too.

Although, there is one thing to notice. It revealed one piece of information too soon.

I had already figured in some other place, maybe the second place, that you can have some blobs as long as they are not beside each other. But in the last, 4th world, I hadnt figured that out yet, since that situation had not really happened yet, yet it already read in the notebook.


It was lot of fun figuring out the rules, and in first level the first levels worked very nicely as tutorial without feeling like tutorial.

However, I do have to say that it actually took me a while to figure out difference between void and split, and perhaps couple others too, and also that the double thing would always trump any other blob, but wouldnt call that a problem, more of perhaps even fun in figuring the finer details out.

Now while I did enjoy a lot figuring things out, in both fist and thirtd world, I however did not like 2nd, nor 4th World.

I actually didnt finish neither 2nd or 4th place.

Point was that these both had a small but significant difference compared to 1st and 3rd. For both 1st and 3rd world had some clear visible logic. Like you can about understand what "Wild" or "SPlit" does, although at first I thought that split meant that 4 eyes would become 2 x 2 eyes, but "split" was still clear enough.

Similarly in 3rd you could see the colors and figure out roughly what was going to happen.

But in 2nd and 4th, they both had the same problem. They werent intuitive. There was no way to figure out how they work just by seeing them, or their names, but you actually had to memorise how they work.

As in, why would one color not like another, or one color like other one. There is no clear logic into that, only that you had to memorize them, and this same happened in 4th too. And those completely turned me off. I played maybe 3-4 levels on each and then just stopped. Not that it was that hard, but just didnt want to start memorizing those things, since that was not fun.

I wanted to figure things out, not memorise them. The combination of both figuring out and having to remember right was very annoying combination. As in, you already have to figure out how things work, then if on top of that you have to remember them, then it becomes a chore.

As in, you might figure out that you need to get A and B together, but which were A and which B? You sort of can make a working plan already, and then realise that you remembered the pieces wrong.

So already basically could have solved, but remembered wrong, and then having to reassemble the pieces in your mind again, and hopefully this time remember right.

It is sort of like having to repeatedly do the same think in your mind, as in solve the same puzzle several times, not because you didnt figure it out already, but because you remembered wrong.

Otherwise I really liked this game, but that memorising part was such a big turn off for me, that I wouldnt buy the full version.

Without the memorising problem, I could have even considered buying the full version for a cheap price.

So basically a pretty neat little game that I really liked, but with one seemingly small flaw, but which makes the fun go away very badly.


edit:
Adding to that PAR thing still. Not only that either you made it with par, or not at all. But on top of that it was annoying that especially on those places where you are memorising things, as in, you cant figure out in advance if A is going to eat B, or otherway around, only way to find out is by testing.

So you test, and you find out it went wrong way around. After that you can solve the puzzle easily, but now you dont get PAR, because you first had to try with 50/50 chance, with no possibility to know which way around it would be. Forcing you to play the same level twice, to get the PAR, even there is really no challenge in getting the PAR, since you alerady figured out how the level is supposed to be played, and you get PAR very easily after that.

Hence, instead of increasing fun by going towards PAR, it only worked as a punishment for bad luck of choosing wrong when you had no way to know which way around it would be.

(+1)

Thank you so much for taking the time to play and write all of this up. It’s exactly the kind of detailed, honest feedback that helps most. I’m really glad the first and third worlds worked for you: the early levels teaching the rules without feeling like a tutorial, the blobs feeling alive, and the Notebook filling in as you work things out were all things I was hoping would land. You’re right that the Notebook gave away the “not beside each other” rule in world 4 before you’d discovered it there, so I’ll fix that so it only writes down what you’ve actually seen happen.

Your point about worlds 2 and 4 is the one that stuck with me most. Figuring things out is the fun part, and having to hold arbitrary pairings in your head on top of that turns it into a chore. That’s especially true when you’ve solved the level in your head and then mixed up which piece was which. I tried making those relationships readable from the base, i.e. if you put them together they will show whether or not they like the blob closer to them. However I'll try to make it more obvious from the board itself, through visual cues or an at-a-glance reminder, so you’re reasoning about them and not recalling them. Your point about Par is also spot on: if the only way to learn which way something goes is a coin-flip test, Par punishes bad luck rather than rewarding good play, so I’ll rethink how it works. 

Thanks again, this really helps make the game better!